#include "Common.fxh"
#include "States.fxh"

PS_IN_POSITION3_COLOR VS(VS_IN_POSITION3_COLOR aInput){
  
	PS_IN_POSITION3_COLOR Output;
	
	Output.Pos = mul(aInput.Pos, World);
	Output.Pos = mul(Output.Pos, ViewProjection);

	Output.Col = aInput.Col;

	return Output;  
}

PS_IN_POSITION3_COLOR VSNoTransformations(VS_IN_POSITION3_COLOR aInput){
  
	PS_IN_POSITION3_COLOR Output;
	
	Output.Pos = aInput.Pos;
	Output.Col = aInput.Col;

	return Output;  
}

float4 PS(PS_IN_POSITION3_COLOR aInput): SV_Target{
  return aInput.Col; 
}

technique10 Render{
	pass P0{
	
	    SetVertexShader(CompileShader(vs_4_0, VS()));
        SetGeometryShader(NULL);
        SetPixelShader(CompileShader(ps_4_0, PS()));
        
    }
}

technique10 RenderNoTransformations{
	pass P0{
		SetVertexShader(CompileShader(vs_4_0, VSNoTransformations()));
        SetGeometryShader(NULL);
        SetPixelShader(CompileShader(ps_4_0, PS()));
    }
}

